procedural-3d-engine/shaders/hlsl/descriptorsets/cube.frag
2023-05-09 21:03:02 +02:00

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400 B
GLSL

// Copyright 2020 Google LLC
Texture2D textureColorMap : register(t1);
SamplerState samplerColorMap : register(s1);
struct VSOutput
{
[[vk::location(0)]] float3 Normal : NORMAL0;
[[vk::location(1)]] float3 Color : COLOR0;
[[vk::location(2)]] float2 UV : TEXCOORD0;
};
float4 main(VSOutput input) : SV_TARGET
{
return textureColorMap.Sample(samplerColorMap, input.UV) * float4(input.Color, 1.0);
}